Sorry for the long wait y'all! Anyways, a couple things I forgot to mention: Noob's throw when he has his shadow is special in that if you press your throw button again at the moment when his shadow grabs the opponent in the animation, Noob will do an extra hit and bump the damage up to 120. It also becomes a launcher whilst in the Embrace Khaos install. F122 is a risky mid string for Noob in that it has an armor gap between each hit, while F131 doesn't require his shadow, has the second hit of it hit low, and has no gaps. And finally, his fatal blow is a tracking low. You can also combo into it, typically after spiking someone down from j.234 :)
I got a genuine question. I main mkx and in that game 30 percent is good but I see mk1 and everyone is doing 35+ percent so what I’m saying is doing 30 percent the same as like doing 20-25 percent on mkx and what is a good percent to be consistent at?
Getting around 35% - 40% range consistently is considered good in MK1. Most characters can consistently reach a minimum of 35% (give or take a little more or less than) without having to use a ton of resources. We're talking more than one bar of meter, or more than one bar of kameo. 30% or less is definitely on the lower end of damage in MK1, so I would say that yes, 30% is like doing 20%-25% in MKX. Though there aren't many characters that can ONLY get 30% damage combos, and that's because of the kameo system. I'll also say this too, MK1 is a lot more volatile when it comes to damage/combo routes than MKX. The kameo system allows for a lot of really high damage combos (like 40% or more) which obviously draws more players into sticking with combo kameos over utility kameos. What I'm getting at is that although we see 35% - 40% as the average in MK1, it's because most of the player base goes for high damage over things like safety/setups. MK has a big casual player base, and combos are the main draw for that crowd (and there's nothing wrong with that :D). Basically the game is a little skewed in favor of 35% - 40% being the average when it would really be closer to 30% - 35% imo. I hope this makes sense lol.
@ ohh ok thank you because going from yk 30 percent and seeing people hitting 40 to even 50 seemed so resource heavy in mkx but now feels easy in a way. I just wanted to know consistently what was a good percentage to hover around because if 30 is like the new 25 then it definitely sounds like I should be more efficient than just trying to hit 30. I do appreciate the way you talked about safety and all the frame data I’m still new to the competitive scene in mk so the way you described and explained felt really easy and simple to understand thanks again.
Sorry for the long wait y'all! Anyways, a couple things I forgot to mention: Noob's throw when he has his shadow is special in that if you press your throw button again at the moment when his shadow grabs the opponent in the animation, Noob will do an extra hit and bump the damage up to 120. It also becomes a launcher whilst in the Embrace Khaos install. F122 is a risky mid string for Noob in that it has an armor gap between each hit, while F131 doesn't require his shadow, has the second hit of it hit low, and has no gaps. And finally, his fatal blow is a tracking low. You can also combo into it, typically after spiking someone down from j.234 :)
great video
Love this video!! Wonderful job explaining why moves are important in regards to how they interact with others!!
Had to drop a comment to support this video
Yaaaaaaaaaa!! Man I have been waiting on you ,I really loved the sektor Quan one ..keep up the good work ..
Would love you do for Shang tho !!!
thanks for this. i been playing sektor but just recently decided to start learning noob
B3,3 jails into ghostball and 2,1,2 combos into ghost ball in the corner. I didn't know that ex slide had armor without a clone dope.
B33 onto ghost bail jails? They can duck though?? Please respond didnt know what u mean
S4 combos into ghostball
I got a genuine question. I main mkx and in that game 30 percent is good but I see mk1 and everyone is doing 35+ percent so what I’m saying is doing 30 percent the same as like doing 20-25 percent on mkx and what is a good percent to be consistent at?
Getting around 35% - 40% range consistently is considered good in MK1. Most characters can consistently reach a minimum of 35% (give or take a little more or less than) without having to use a ton of resources. We're talking more than one bar of meter, or more than one bar of kameo. 30% or less is definitely on the lower end of damage in MK1, so I would say that yes, 30% is like doing 20%-25% in MKX. Though there aren't many characters that can ONLY get 30% damage combos, and that's because of the kameo system. I'll also say this too, MK1 is a lot more volatile when it comes to damage/combo routes than MKX. The kameo system allows for a lot of really high damage combos (like 40% or more) which obviously draws more players into sticking with combo kameos over utility kameos. What I'm getting at is that although we see 35% - 40% as the average in MK1, it's because most of the player base goes for high damage over things like safety/setups. MK has a big casual player base, and combos are the main draw for that crowd (and there's nothing wrong with that :D). Basically the game is a little skewed in favor of 35% - 40% being the average when it would really be closer to 30% - 35% imo. I hope this makes sense lol.
@ ohh ok thank you because going from yk 30 percent and seeing people hitting 40 to even 50 seemed so resource heavy in mkx but now feels easy in a way. I just wanted to know consistently what was a good percentage to hover around because if 30 is like the new 25 then it definitely sounds like I should be more efficient than just trying to hit 30. I do appreciate the way you talked about safety and all the frame data I’m still new to the competitive scene in mk so the way you described and explained felt really easy and simple to understand thanks again.